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d2r-mobile
Build and install D2R Mobile (Diablo II Resurrected with Reign of the Warlock, running natively on iPhone and iPad) from the user's own Switch game files, end to end. Use when the user asks to build, reproduce, set up, install or sideload D2R Mobile, to "复刻 / 编译 / 安装 D2R Mobile", to get Diablo II Resurrected on iPhone or iPad from this repository, or points an agent at https://github.com/d2r-mobile/d2r-mobile. Works in Claude Code and Codex.
Choose how to use this skill
You do not need every option. Choose the path your AI client supports. The stable page stays the same; versioned files are immutable.
1. Native installer
This listing has no registered native installer command. Use the complete package or source fallback below, depending on what your client supports.
Do not guess an installer command or replace an existing version without reviewing the diff.
2. Complete package recommended
Download the ZIP when available. It includes SKILL.md plus the references, security notes and version metadata.
No complete ProSkills package is published for this listing yet.3. Prompt-only
Copy the prompt above when the agent can read the stable page or when you want to adopt the workflow without installing a skill.
Need only the instruction file?
Download SKILL.md only if your client requires a single file. The complete ZIP is safer for a full installation because it preserves the references and release context.
No path installs or executes anything by itself. Your agent still needs access to the project files. Before updating, compare the installed version and review the diff.
// RATINGS
Not yet listed on ClawHub or SkillsMP
// README
D2R Mobile · Diablo II: Resurrected for iPhone, iPad & Mac
Play Diablo II: Resurrected offline on iPhone, iPad and Apple silicon Mac. Native ARM code, Metal graphics, touch controls and the Reign of the Warlock expansion. Bring your own Nintendo Switch game files.
Drag to aim. Make Runewords in one tap. Clear Hell, then take on 100 levels of Greater Rift and a 12-stage Boss Rush. Play with touch or a controller; the native Mac app also supports keyboard and mouse.
Build & install · Supported devices · Releases · 中文 · Español
MIT · English / 中文 / Español / Русский · iOS 26+ / macOS 26+; older-API builds support iOS 18+ / macOS 15+. Apple TV 4K has a community developer preview, verified through character selection only.
| Locked 60 fps | 10 h battery | 1-tap Runewords | 100-level Greater Rift | Uber Boss Rush | 1 s to play |
|---|---|---|---|---|---|
| No drops once the phone warms up | Per charge, in power saver mode | Long-press a base, socket every rune | Skill cap rises from 20 to 40 | 12 stages, ending with Diablo Clone and the Ubers | From the main menu into a game |
Performance readings are from iPhone 17 Pro Max. Battery life is estimated from measured power use at 30 fps. Measurement conditions.
Build it with one sentence
Have your game files ready, then tell Claude Code or Codex:
Use the d2r-mobile skill from https://github.com/d2r-mobile/d2r-mobile to build D2R Mobile for my iPhone. My game files are in <path>.
The agent checks your machine, prepares the workspace, signs and installs the app, and copies the game resources to your phone. It stops to ask you for your Apple signing details and before any install that needs sudo. The skill lives at skills/d2r-mobile/SKILL.md, and both agents find it on their own through .claude/skills/ and .agents/skills/. For manual builds and installation, see Getting started.
Why it plays like a native game
- Your phone runs the original program. iPhone and Switch use the same family of ARM processors. The rewriter changes only the instructions Apple's kernel rejects (thread-pointer registers, system calls, timers) and leaves every other byte as shipped. Classes, Runewords, Terror Zones, bosses, drop rules and quests match the original because they are the original code.
- Graphics go straight to Metal. A small host written for Apple platforms provides the system calls, files, audio and input the game expects, and reimplements its graphics API on Metal. The build translates every shader offline, so you never wait on a shader compile when you enter a new area.
- Older chips get their own textures. A16 and earlier chips lack the game's compressed texture format. The build adds a supplementary texture pack for them, and those phones hold 60 fps too.
What ships, and what you bring
The repository ships the rewriter, the host, the graphics layer, the iOS app, the test tooling and the full build pipeline. It ships no game program, art, text, data tables or shaders: your own machine generates all of that from your own files (see docs/GAME_FILES.md). The interface details we recorded to make the port work, such as shader interface descriptions, the graphics API function table and addresses inside the program, are listed item by item in docs/DERIVED.md.
The game runs fully offline and needs no online account. Multiplayer is out of scope.
Battle-tested
All 44 iPhones and iPads in the closed beta cleared Normal, Nightmare and Hell with several characters: 35 registered devices (25 iPhones and 10 iPads) plus 9 TestFlight accounts with one device each. The oldest, an iPhone 14 Pro Max with 6 GB of memory, holds 60 fps.
| Models | |
|---|---|
| iPhone | 14 Pro Max, 15, 15 Pro, 15 Pro Max, 16 Plus, 16 Pro, 16 Pro Max, 17 Pro Max and more |
| iPad | iPad Air, iPad mini, iPad Pro 11-inch and 12.9 / 13-inch (including M2 and M4) and more |
| Lowest model tested | iPhone 14 Pro Max (A16, 6 GB): a steady 60 fps |
One install package covers iPhone and iPad.
Speed and battery
Measured on an iPhone 17 Pro Max:
| Item | Reading |
|---|---|
| In-game frame rate | 60 fps, steady, with no drops once the device warms up |
| App launch | 0.15 s |
| To the main menu | about 1 s |
| From the main menu into a game | about 1 s |
| Quick Restart, back in a game | about 1.2 s |
| Longest frame when changing acts | about 0.1 s |
| Whole-device power, 60 fps | about 3.8 W (in camp, 50% brightness): close to 5 hours of play on a full charge |
| Whole-device power, power saver mode at 30 fps | about 1.85 W: close to 10 hours of play on a full charge |
Measurement conditions: whole-device power measured on 2026-10-10 on an iPhone 17 Pro Max, standing in the Act I camp at 50% brightness, with 60 fps and power saver mode measured in the same scene. Battery life comes from the measured power and the battery capacity, not from playing a full charge down to empty. Launch and game-entry times were measured on the same model in 2026-10; frame rate and act-change readings were taken on the same model on 2026-10-12 while moving through areas and changing acts.
The install package is a little over 100 MB. The game resources (about 5.6 GB) go onto the phone separately, and app updates leave your saves and resources alone.
Why it is this fast: the program executes natively, and not a single instruction goes through emulation; graphics go straight to Metal; every shader is translated offline and compiled ahead of time, so nothing is compiled when you enter a new scene. Older chips (A16 and earlier, such as the iPhone 14 family and iPhone 15) do not support the game's original compressed texture format; they need an extra texture pack made from your own game files, and then run at full frame rate too — see docs/LEGACY_DEVICES.md.
We rebuilt every panel and every action for touch, with one rule: keep the original interface language, and use gestures in place of extra buttons. Text and tap targets are sized for fingers. You can play the moment you pick it up, and long sessions stay comfortable.
- Move: a virtual stick with precise diagonals. Tap an NPC o
// HOW IT'S BUILT
KEY FILES